First of all, welcome to week. This week we will be looking at five different rule tips and interactions involving a deceptively complex new card from New Phyrexia. All of the posts this week were submitted by Josh Stansfield. As awesome as Spellskite can be, he can never convince the game that he’s your […]
Stack timing matters.
In most games the order that things resolve on the stack is easy to figure out and intuitive. In most cases only one or two items are on the stack at a time, and in some the end result of what happens can be quickly and intuitively derived. But sometimes it is best to go […]
Elesh Norn, Grand Cenobite’s abilities apply as creatures enter play.
has two abilities that affect the power and toughness of creatures in the battlefield. The first give +2/+2 to all other creatures that you control. (Keep in mind that in a multiplayer game this ability does not affect creatures controlled by teammates.) The second ability that applies to power and toughness gives -2/-2 to all […]
How Kicker works.
Kicker is a keyword ability that has been around for awhile and made several return trips to Magic expansions. It, like many other keyword abilities, allows your cards to be more flexible and do different things at different times depending on what you pay. A kicker ability is basically an extra cost that you can […]
Fresh Meat counts only creatures that went to your graveyard.
puts a 3/3 Beast token into play for each creature that has gone to your graveyard prior to when Fresh Meat resolves. This ability will count token creatures that you own and control, as token creatures that are destroyed do go to the graveyard. However, it will not count any creatures that you have ‘stolen’ […]
Puresteel Paladin’s Metalcraft ability does not remove or change Equip abilities.
has two abilities, the second of which is a metalcraft ability that changes what you can pay to attach equipment you control to creatures you control. It does so by giving your equipment an additional equip ability that costs zero mana. This ability does not alter the cost of existing equip abilities or remove them. […]
What is “Derived Information” ?
Communication Policy Part 2: What is “Derived Information” ? The second type of information laid out by the Magic Tournament Rules is Derived Information. Derived Information is information to which all players are entitled access, but might require some degree of skill or calculation in order to determine. If you have to think about or […]
Torpor Orb’s ability prevents ALL creature entering the battlefield triggered abilities.
‘s ability prevents any abilities from triggering when a creatures enters the battlefield. At first look this seems to be pretty basic and straightforward, but there are a few things to be aware of. First of all, the easy part, when a creature enters the battlefield its enters the battlefield ability will not trigger. These […]
Wrapping up Shortcuts
The final two official shortcuts are.. – In a 2HG game, a creature that’s attacking a team and not one of their planeswalkers is assigns its combat damage to the primary player on the defending team, unless its controller states otherwise. For example, if an unblocked creature you control is equipped with in a 2HG […]